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Sonic World☆Runner (Sept 2014: Updated OP, also help wanted)

#1 User is offline Azukara 

Posted 05 February 2013 - 12:09 AM

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SWR's a 3D Sonic fangame being made with the base of Xaklse's SonicGDK engine.

And hey! it's still in development!

Since about early 2014 it's been going through some renovations and reorganizing for the sake of being not only a better game, but a better handled one. Its been inactive for a while due to not knowing where to go previously, but after rethinking how to handle making the game combined with finding a steady way of balancing it and our (the team's) lives beyond it, the game is making more progress and solid plans than we ever have. We may even have actual stuff to show soon, before the year's over!

The only thing we're worried about at the moment is finding a level designer that can help us build layouts for our stages. Someone who can help draw out stage layouts that resemble a page out of Sonic Adventure, or even maybe Robo Blast 2; and also help piece together some set pieces that we've already drawn out and designed. Besides that, we're already working on that as it is, so as slow and steady as it comes, its getting there.

As for anyone else who's just along for the party, keep your eyes peeled. Mr. World Runner's Wild Ride™ is getting ever closer to the station. Choo choo.

(Old, outdated post (Feb 2013)):
Spoiler

This post has been edited by Azukara: 26 September 2014 - 07:22 PM

#2 User is offline shawnsmitherson 

Posted 05 February 2013 - 01:39 AM

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I'm really digging the music for Bumper Boulevard! And watching Carlton dance to it in your signature is amusing.

If I was more efficient with my 3D modeling, I'd jump on board and help out for sure, but unfortunately I'm still in classes for all of that. I'll definitely keep an eye out for this project though.

If you're ever looking for more artists or composers, I'd be down to submit some work for you to look over, but I'm sure you guys have it handled judging from your concept work and existing music.

Anyways, it looks really promising!

#3 User is offline Dude 

Posted 05 February 2013 - 02:42 AM

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My only advice is to not be afraid of sourcing models from other areas. You don't have to make everything yourself. We're just now learning this lesson with SA:G which is why we're going to be able to finish at all, let alone quickly. Models are being taken from Generations and Unleashed, as well as new models added and the models we do take we sometimes modify pretty heavily. With a large project like mine and only a few people actually working on the mod, this practice brings the workload down to a manageable level. Just remember to be open about your sources and give credit where credit is due.

#4 User is offline TheKazeblade 

Posted 05 February 2013 - 03:27 AM

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I'm really digging that concept art for Sonic! A nice fusion of CD's artstyle and Modern. Props there.

Can't say I particularly dig the music. It sounds like it belongs in the movie Grease. I can say at least it is well-orchestrated. To each their own :)

#5 User is offline Mercury 

Posted 05 February 2013 - 04:26 AM

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View PostAzukara, on 05 February 2013 - 12:09 AM, said:

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Wow. This is basically perfect.

I also like the story. It seems very classic Sonic while also being quite original.

#6 User is offline DinnerSonic 

Posted 05 February 2013 - 06:37 AM

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So, you've got a coder, you've got the concepts and at least partial level layouts drawn up it seems, you've got music, but no fresh gameplay video to go with it. What if you attracted modelers to your cause by making a level or two out of barebones slopes and shapes? It would at the very least mean someone with much much less modeling experience could put in the level design, maybe snag some temporary models and textures from Generations or Colors or such so you can loosely set the mood. Generations Sonic running through a stage made of Casino Night DLC's textures killing unanimated Colors Caterkiller edits might help a bit better than Blue Sphere running through White Slope Zone killing Purple Spheres. Then you can show off how fun your gameplay is and how cool and far along a project the modeler would be contributing to.

#7 User is offline dsrb 

Posted 05 February 2013 - 08:52 AM

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That is literally a cool story, bro. I also like the selection of tropes that you have chosen for the Zones. Good luck!

#8 User is offline Azukara 

Posted 05 February 2013 - 11:18 AM

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Thanks for the praise, guys. Glad to know your support. Professor Zolo (one of our main artists) drew that so I'll give him good word on what you guys think of the design. :)


View PostDude, on 05 February 2013 - 02:42 AM, said:

My only advice is to not be afraid of sourcing models from other areas. You don't have to make everything yourself. We're just now learning this lesson with SA:G which is why we're going to be able to finish at all, let alone quickly. Models are being taken from Generations and Unleashed, as well as new models added and the models we do take we sometimes modify pretty heavily. With a large project like mine and only a few people actually working on the mod, this practice brings the workload down to a manageable level. Just remember to be open about your sources and give credit where credit is due.


Definitely taking that advice. Sourcing models from other titles was an idea from the get-go, however I guess we also plan on (like you said) heavily modifying them to be more centric towards the art style we're going for; since some of the designs we have for enemies, characters, etc are pretty unique to themselves.


View PostDinnerSonic, on 05 February 2013 - 06:37 AM, said:

So, you've got a coder, you've got the concepts and at least partial level layouts drawn up it seems, you've got music, but no fresh gameplay video to go with it. What if you attracted modelers to your cause by making a level or two out of barebones slopes and shapes? It would at the very least mean someone with much much less modeling experience could put in the level design, maybe snag some temporary models and textures from Generations or Colors or such so you can loosely set the mood. Generations Sonic running through a stage made of Casino Night DLC's textures killing unanimated Colors Caterkiller edits might help a bit better than Blue Sphere running through White Slope Zone killing Purple Spheres. Then you can show off how fun your gameplay is and how cool and far along a project the modeler would be contributing to.


Good idea. Given the resources we'll probably have something conjured up in a matter of time.

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Can't say I particularly dig the music. It sounds like it belongs in the movie Grease. I can say at least it is well-orchestrated. To each their own :)

Grease? LOL I wouldn't say it sounds like Grease, but okay. Thanks anyways! =P

#9 User is offline Andrew75 

Posted 05 February 2013 - 12:25 PM

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You need art guys , I need programmers, lol
Shame the world does not supply enough to go around for our fan games.

#10 User is online Ell678 

Posted 05 February 2013 - 05:07 PM

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I love the idea of the apocalypse in the story - and the implications in the levels are fantastic. It reminds me of the Sonic The Comic story where Mobius was literally dying. I can't wait to see more of your ideas.

#11 User is offline Azukara 

Posted 05 February 2013 - 05:36 PM

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Well I mean its not really like too extreme or dark of a story, because it itself is reminiscent of Colors now that I look at it (except with more progression and things going on).

Also letting everyone know that the game's content isn't really to be tribute to classic-style Sonic as much as Sonic altogether. Lots of cues taken from them, sure, but also Adventure, Unleashed, and the OVA.

#12 User is offline Mr Lange 

Posted 06 February 2013 - 10:35 PM

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Not only is the music better than most of the official music that's come out lately, its far more Sonic-fitting. This project looks great and I'm really looking forward to it. I can do some modeling and textures if you're interested.

#13 User is offline Azukara 

Posted 21 February 2013 - 09:19 PM

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Heres some WIP badnik models from our new modeler, Mando, just as a sign that we aren't gonna keep being dead with updates like we have been known to do in the past. :v:/>/> Also showing how things are gonna look in the translation to 3D.

Still looking for texture artists if anyone is interested to take up on that offer. The style we're going for is a sort of painted style, similar to Legend of Zelda: Skyward Sword. This kind of style is emphasized in several of the concept artworks shown. If you want more information on this, let me know and I'll give you the full scoop without spoiler-ing up everything about this game to the public. EDIT: any people just reading this, disregard reading btw
This post has been edited by Azukara: 26 September 2014 - 07:20 PM

#14 User is offline DaHog 

Posted 20 March 2013 - 12:27 PM

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If you need a Tails voice, just call.

#15 User is offline Azukara 

Posted 26 September 2014 - 07:18 PM

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(repost from SFGHQ / United forums)

So yeah, World☆Runner. That SonicGDK-based Sonic fangame that gets a mention once every couple of months / year or something. About time!
 
We've made a significant amount of progress in getting our work organized and polished up, and we currently have basically the minimum of what's needed on a team to make a game happen: two programmers, two modelers, and three artists. And while finding an extra programmer or modeler for the team would be swell (REALLY swell), our biggest focus right now is finding a level designer.
 
I and one or two other members of the team have been giving our own hands at level design, but without someone who has their head screwed on just right for the job, we're kind of running mad without that one final screw needed to make this machine run.
 
I have made a lot of pictures of stage setpieces, myself...
 
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..But my strong suit is more towards the 'art design' part of the project. I'm not exactly having the easiest time making level layouts, is what I mean! 
 
So what our team is needing more than anything is a level designer that can draw layouts on par with (or in a fashion that takes a page out of) Sonic Adventure, or possibly Sonic Robo Blast 2. If you're not experienced in that, yet are experienced with making good-quality 2D Sonic level design and want to experiment with drawing 3D space, we'd possibly be interested in that too. And even if you don't want to do anything too hands-on, we could alternatively use an advisor that can help give ideas for the way the level layouts should be handled and point us in the right direction.
 
This may all be a shot in the dark asking for any sort of support like this, but we seriously need it. We're getting really close to finally getting parts of this game out the door (and it's only taken multiple team reorganizations and project reboots)! So yeah, if anyone's willing then hit me up, we'll figure out where to go from there.
This post has been edited by Azukara: 27 September 2014 - 07:11 AM

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